What technical features do you expect to find in a FPS?

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Nodtveidt
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What technical features do you expect to find in a FPS?

Post by Nodtveidt »

As with many people here on the Irrlicht forum, I'm in the process of developing an FPS game. Although the nature of the game is very uncommon (most FPS games rely on guns, only a handful don't, and mine is in that handful that doesn't), I am interested in knowing what features the average player looks for in an FPS.
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rooly
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Post by rooly »

hair-splitting stress and a happy trigger finger.
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rooly
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Post by rooly »

oh, and lots of explosions

BIG explosions.

with people dying.

and did i mention explosions?
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GameDude
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Post by GameDude »

Lots of blood is fun, depending on the type of FPS it is. There should be cross-hairs if your your using weapons, perhaps a punch move if you run out of ammo. There's more I can't think of them right now
Nodtveidt
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Post by Nodtveidt »

Well, I'll explain a little bit of how it works right now.

Attacking in the game relies on magic rings that the character wears on his finger. There are six rings total, each with varying strength, speed, number of shots, and charge use. "Ammo" in this game is magic charges, and there's but one pool of charges, so all six rings use the same "ammo". The ring you start out with is White, and is the only ring that doesn't require any charges to fire with (so it's always available for attacking). It's rather limited though...shots are a bit slow and you can only fire off one at a time. Its attack power is low also. However, it has a couple of special features: if you have less than 100 charges, they will recharge when wearing this ring, and also, you can do a Magic Shield which makes you completely invincible for a time. The Magic Shield requires a lot of charges though (75 on Normal mode, 150 on Hard mode, 225 on Insane mode). Also, you can't switch rings while using the Magic Shield or it will fail, plus there are a few places where it won't work at all. The other five rings use charges, allow multiple shots, and are much stronger. The number of charges required depends on the difficulty level.

Enemies in the game are pretty straightforward...some come right after you and some can attack from a distance. The AI isn't tremendously bright but the enemies are tough so it doesn't need to be. :)

Of course, the game has all of the usual trappings of the FPS...acid baths, lava pits, jumping around like a maniac, secret doors and switches, etc. The original game had little use for jumping really, mainly to jump over acid/lava areas, but the new 3D version will have a lot of your typical FPS uses for it. However, the game is not really "mission-based" like many FPS games...it's more of a survival game. Each area does have a "secret objective" though...completing the objective alters the storyline and sometimes opens up new areas. I spent a lot of time developing the storyline for the game so there are storyline segments between each "Act", as I call them.

One thing I can say though is this...the original game wiped the walls with the best FPS players I could find, even on the lowest difficulty setting. It IS a challenging game and does not suffer fools gladly.

Oh yeah, btw...my avatar on this forum is the main character of the game. :D
We all live in a yellow subroutine.

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Anteater
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Post by Anteater »

As long as it runs at at least 24 frames per second on my comp I don't care what technical features it has. :D
Wyszo
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Post by Wyszo »

Bloom + Fake HDR of course :D
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Post by vermeer »

some weird/wasted/full of personality character like the many appearing by fan artists in the quake2 and 3 years...

I miss 'em, today is all well shaved special Ops guys...
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Virion
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Post by Virion »

some cool physics system? bang! your enemies fly away... bang! the tree falls and hit your enemies.
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Post by BlindSide »

Play Halflife again and remember what made you scared and what made you want to keep playing and survive at all costs :D

Aside from this advice I would recommend a real physics library as a must. You can try some cool stuff like cloth animation/physics (Would go nice with magic-theme) and lots of crazy shader effects.

Unfortunately for shadows, without cubemaps point-litted shadowmaps are not possible. So maybe you can integrate cubmap + 3d texcoord support :P... Else you can use only spotlights + directional. Or you can just use stencil shadows. (John carmack ftw..)

Ok good luck.

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Nodtveidt
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Post by Nodtveidt »

Any suggestions for a nice fast physics library? I don't need realtime boob animation ;) but something decent that doesn't shave 50fps off of the engine would be good...
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rooly
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Post by rooly »

/me suggests physx
When banks compete, you win.
When ISPs compete, you win.
When electronics retailers compete, you win.
When governments compete...you get drafted.
Wyszo
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Post by Wyszo »

PhysiX is not free for commercial use.
So - the choice is between Newton and ODE :D

Oh, and check out IrrNewt :)
rooly
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Post by rooly »

your wrong, physx IS free for commercial use.

the physx CARD is not free.
get it right!
When banks compete, you win.
When ISPs compete, you win.
When electronics retailers compete, you win.
When governments compete...you get drafted.
Wyszo
Posts: 49
Joined: Sun Jun 24, 2007 8:44 am

Post by Wyszo »

Ooops, You're right. In November 2006 PhysX lincense changed, and from then, the engine is free for both commercial and non-commercial use. I didn't know that. Great news :D
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